mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-29 04:11:21 -08:00
0d174cbd45
* Fix race when EventWait is called and a wait is done on the CPU * This is useless now * Fix EventSignal * Ensure the signal belongs to the current fence, to avoid stale signals
129 lines
3.9 KiB
C#
129 lines
3.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Threading;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Synchronization
|
|
{
|
|
/// <summary>
|
|
/// Represents GPU hardware syncpoint.
|
|
/// </summary>
|
|
class Syncpoint
|
|
{
|
|
private int _storedValue;
|
|
|
|
public readonly uint Id;
|
|
|
|
/// <summary>
|
|
/// The value of the syncpoint.
|
|
/// </summary>
|
|
public uint Value => (uint)_storedValue;
|
|
|
|
// TODO: switch to something handling concurrency?
|
|
private readonly List<SyncpointWaiterHandle> _waiters;
|
|
|
|
public Syncpoint(uint id)
|
|
{
|
|
Id = id;
|
|
_waiters = new List<SyncpointWaiterHandle>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Register a new callback for a target threshold.
|
|
/// The callback will be called once the threshold is reached and will automatically be unregistered.
|
|
/// </summary>
|
|
/// <param name="threshold">The target threshold</param>
|
|
/// <param name="callback">The callback to call when the threshold is reached</param>
|
|
/// <returns>The created SyncpointWaiterHandle object or null if already past threshold</returns>
|
|
public SyncpointWaiterHandle RegisterCallback(uint threshold, Action<SyncpointWaiterHandle> callback)
|
|
{
|
|
lock (_waiters)
|
|
{
|
|
if (Value >= threshold)
|
|
{
|
|
callback(null);
|
|
|
|
return null;
|
|
}
|
|
else
|
|
{
|
|
SyncpointWaiterHandle waiterInformation = new SyncpointWaiterHandle
|
|
{
|
|
Threshold = threshold,
|
|
Callback = callback
|
|
};
|
|
|
|
_waiters.Add(waiterInformation);
|
|
|
|
return waiterInformation;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void UnregisterCallback(SyncpointWaiterHandle waiterInformation)
|
|
{
|
|
lock (_waiters)
|
|
{
|
|
_waiters.Remove(waiterInformation);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Increment the syncpoint
|
|
/// </summary>
|
|
/// <returns>The incremented value of the syncpoint</returns>
|
|
public uint Increment()
|
|
{
|
|
uint currentValue = (uint)Interlocked.Increment(ref _storedValue);
|
|
|
|
SyncpointWaiterHandle expired = null;
|
|
List<SyncpointWaiterHandle> expiredList = null;
|
|
|
|
lock (_waiters)
|
|
{
|
|
_waiters.RemoveAll(item =>
|
|
{
|
|
bool isPastThreshold = currentValue >= item.Threshold;
|
|
|
|
if (isPastThreshold)
|
|
{
|
|
if (expired == null)
|
|
{
|
|
expired = item;
|
|
}
|
|
else
|
|
{
|
|
if (expiredList == null)
|
|
{
|
|
expiredList = new List<SyncpointWaiterHandle>();
|
|
}
|
|
|
|
expiredList.Add(item);
|
|
}
|
|
}
|
|
|
|
return isPastThreshold;
|
|
});
|
|
}
|
|
|
|
// Call the callbacks as a separate step.
|
|
// As we don't know what the callback will be doing,
|
|
// and it could block execution for a indefinite amount of time,
|
|
// we can't call it inside the lock.
|
|
if (expired != null)
|
|
{
|
|
expired.Callback(expired);
|
|
|
|
if (expiredList != null)
|
|
{
|
|
for (int i = 0; i < expiredList.Count; i++)
|
|
{
|
|
expiredList[i].Callback(expiredList[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
return currentValue;
|
|
}
|
|
}
|
|
}
|